The poor girl (that is, the game, and not the titular character) has the visual veneer and the spirited potential of a successful Silent Hill game. It was made two generations later and has none of the tact of its 32-bit counterpart but all of the narrative verve. AMY is not crippled by her downloadable limitations. Her blemishes are baked into the more than “outdated” design decisions; they are curiously inhibiting.